Distributed under the LGPL
*/
+#include <algorithm>
+#include <cmath>
+#include <msp/core/except.h>
#include "matrix.h"
+using namespace std;
+
namespace Msp {
namespace GL {
+Matrix::Matrix():
+ flags(IDENTITY)
+{
+ for(unsigned i=0; i<16; ++i)
+ matrix[i] = (i%5 ? 0 : 1);
+}
+
+Matrix::Matrix(const float *m):
+ flags(IDENTITY)
+{
+ copy(m, m+16, matrix);
+ check_flags();
+}
+
+Matrix::Matrix(const double *m):
+ flags(IDENTITY)
+{
+ copy(m, m+16, matrix);
+ check_flags();
+}
+
+void Matrix::check_flags()
+{
+ const double *m = matrix;
+ if(m[12]!=0 || m[13]!=0 || m[14]!=0)
+ flags |= TRANSLATE;
+ if(m[0]!=1)
+ {
+ flags |= SCALE;
+ if(m[5]!=m[0] || m[10]!=m[0])
+ flags |= ARBITARY;
+ }
+ if(m[1]!=0 || m[2]!=0 || m[4]!=0 || m[6]!=0 || m[8]!=0 || m[9]!=0)
+ {
+ flags |= ROTATE;
+ double x_dot_y = m[0]*m[1]+m[4]*m[5]+m[8]*m[9];
+ double x_dot_z = m[0]*m[2]+m[4]*m[6]+m[8]*m[10];
+ double y_dot_z = m[1]*m[2]+m[5]*m[6]+m[9]*m[10];
+ if(x_dot_y!=0 || x_dot_z!=0 || y_dot_z!=0)
+ flags |= ARBITARY;
+ }
+ if(m[3]!=0 || m[7]!=0 || m[11]!=0 || m[15]!=1)
+ flags |= ARBITARY;
+}
+
+void Matrix::multiply(const Matrix &other)
+{
+ *this = *this*other;
+}
+
+void Matrix::translate(double x, double y, double z)
+{
+ multiply(translation(x, y, z));
+}
+
+void Matrix::rotate(double a, double x, double y, double z)
+{
+ multiply(rotation(a, x, y, z));
+}
+
+void Matrix::rotate_deg(double a, double x, double y, double z)
+{
+ multiply(rotation_deg(a, x, y, z));
+}
+
+void Matrix::scale(double s)
+{
+ multiply(scaling(s));
+}
+
+void Matrix::scale(double x, double y, double z)
+{
+ multiply(scaling(x, y, z));
+}
+
+Matrix Matrix::operator*(const Matrix &other) const
+{
+ if(flags==IDENTITY)
+ return other;
+ else if(other.flags==IDENTITY)
+ return *this;
+ else if(flags==TRANSLATE && !(other.flags&ARBITARY))
+ {
+ Matrix result = other;
+ result.matrix[12] += matrix[12];
+ result.matrix[13] += matrix[13];
+ result.matrix[14] += matrix[14];
+ result.flags |= flags;
+ return result;
+ }
+ else if(!(flags&ARBITARY) && other.flags==TRANSLATE)
+ {
+ Matrix result = *this;
+ const double *m = other.matrix;
+ result.matrix[12] += matrix[0]*m[12]+matrix[4]*m[13]+matrix[8]*m[14];
+ result.matrix[13] += matrix[1]*m[12]+matrix[5]*m[13]+matrix[9]*m[14];
+ result.matrix[14] += matrix[2]*m[12]+matrix[6]*m[13]+matrix[10]*m[14];
+ result.flags |= other.flags;
+ return result;
+ }
+ else
+ {
+ Matrix result;
+ fill(result.matrix, result.matrix+16, 0.0);
+ for(unsigned i=0; i<4; ++i)
+ for(unsigned j=0; j<4; ++j)
+ for(unsigned k=0; k<4; ++k)
+ result.matrix[i+j*4] += matrix[i+k*4]*other.matrix[k+j*4];
+ result.flags = flags|other.flags;
+ return result;
+ }
+}
+
+Matrix &Matrix::operator*=(const Matrix &other)
+{
+ multiply(other);
+ return *this;
+}
+
+double Matrix::operator[](unsigned i) const
+{
+ if(i>=16)
+ throw InvalidParameterValue("Matrix element index out of range");
+ return matrix[i];
+}
+
+Matrix Matrix::translation(double x, double y, double z)
+{
+ Matrix result;
+ result.matrix[12] = x;
+ result.matrix[13] = y;
+ result.matrix[14] = z;
+ result.flags |= TRANSLATE;
+ return result;
+}
+
+Matrix Matrix::rotation(double a, double x, double y, double z)
+{
+ double l = sqrt(x*x+y*y+z*z);
+ x /= l;
+ y /= l;
+ z /= l;
+ double c = cos(a);
+ double s = sin(a);
+
+ // http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_given_an_axis_and_an_angle
+ Matrix result;
+ result.matrix[0] = c+x*x*(1-c);
+ result.matrix[1] = y*x*(1-c)+z*s;
+ result.matrix[2] = z*x*(1-c)-y*s;
+ result.matrix[4] = x*y*(1-c)-z*s;
+ result.matrix[5] = c+y*y*(1-c);
+ result.matrix[6] = z*y*(1-c)+x*s;
+ result.matrix[8] = x*z*(1-c)+y*s;
+ result.matrix[9] = y*z*(1-c)-x*s;
+ result.matrix[10] = c+z*z*(1-c);
+ result.flags |= ROTATE;
+ return result;
+}
+
+Matrix Matrix::rotation_deg(double a, double x, double y, double z)
+{
+ return rotation(a*M_PI/180, x, y, z);
+}
+
+Matrix Matrix::scaling(double s)
+{
+ Matrix result;
+ result.matrix[0] = s;
+ result.matrix[5] = s;
+ result.matrix[10] = s;
+ result.flags |= SCALE;
+ return result;
+}
+
+Matrix Matrix::scaling(double x, double y, double z)
+{
+ Matrix result;
+ result.matrix[0] = x;
+ result.matrix[5] = y;
+ result.matrix[10] = z;
+ result.flags |= SCALE|ARBITARY;
+ return result;
+}
+
+Matrix Matrix::ortho(double l, double r, double b, double t, double n, double f)
+{
+ if(l==r || b==t || n==f)
+ throw InvalidParameterValue("Orthogonal projection can't have zero dimension");
+
+ Matrix result;
+ result.matrix[0] = 2/(r-l);
+ result.matrix[5] = 2/(t-b);
+ result.matrix[10] = -2/(f-n);
+ result.matrix[12] = -(r+l)/(r-l);
+ result.matrix[13] = -(t+b)/(t-b);
+ result.matrix[14] = -(f+n)/(f-n);
+ result.flags = TRANSLATE|SCALE|ARBITARY;
+ return result;
+}
+
+Matrix Matrix::ortho_centered(double w, double h)
+{
+ return ortho(-w/2, w/2, -h/2, h/2, -1, 1);
+}
+
+Matrix Matrix::ortho_bottomleft(double w, double h)
+{
+ return ortho(0, w, 0, h, -1, 1);
+}
+
+Matrix Matrix::ortho_topleft(double w, double h)
+{
+ return ortho(0, w, h, 0, -1, 1);
+}
+
+Matrix Matrix::frustum(double l, double r, double b, double t, double n, double f)
+{
+ if(l==r || b==t || n<=0 || f<=n)
+ throw InvalidParameterValue("Invalid frustum parameters");
+
+ Matrix result;
+ result.matrix[0] = 2*n/(r-l);
+ result.matrix[5] = 2*n/(t-b);
+ result.matrix[8] = (r+l)/(r-l);
+ result.matrix[9] = (t+b)/(t-b);
+ result.matrix[10] = -(f+n)/(f-n);
+ result.matrix[11] = -1;
+ result.matrix[14] = -2*f*n/(f-n);
+ result.matrix[15] = 0;
+ result.flags = ARBITARY;
+ return result;
+}
+
+Matrix Matrix::frustum_centered(double w, double h, double n, double f)
+{
+ return frustum(-w/2, w/2, -h/2, h/2, n, f);
+}
+
+Matrix Matrix::perspective(double h, double a, double n, double f)
+{
+ double hh = tan(h)*n;
+ return frustum(-hh*a, hh*a, -hh, hh, n, f);
+}
+
+
+GLenum MatrixStack::current_mode = GL_MODELVIEW;
+
+MatrixStack::MatrixStack(GLenum m):
+ mode(m)
+{
+ matrices.push_back(Matrix());
+}
+
+MatrixStack::MatrixStack():
+ mode(0)
+{
+ matrices.push_back(Matrix());
+}
+
+const Matrix &MatrixStack::top()
+{
+ return matrices.back();
+}
+
+void MatrixStack::load(const Matrix &m)
+{
+ matrices.back() = m;
+ update();
+}
+
+void MatrixStack::multiply(const Matrix &m)
+{
+ matrices.back() *= m;
+ update();
+}
+
+void MatrixStack::push()
+{
+ matrices.push_back(top());
+}
+
+void MatrixStack::pop()
+{
+ if(matrices.size()==1)
+ throw InvalidState("Can't pop the last matrix");
+
+ matrices.pop_back();
+ update();
+}
+
+void MatrixStack::update()
+{
+ if(!mode)
+ return;
+
+ if(mode!=current_mode)
+ {
+ glMatrixMode(mode);
+ current_mode = mode;
+ }
+
+ glLoadMatrixd(matrices.back().data());
+}
+
+MatrixStack &MatrixStack::operator=(const Matrix &m)
+{
+ load(m);
+ return *this;
+}
+
+MatrixStack &MatrixStack::operator*=(const Matrix &m)
+{
+ multiply(m);
+ return *this;
+}
+
+MatrixStack &MatrixStack::modelview()
+{
+ static MatrixStack ms(GL_MODELVIEW);
+ return ms;
+}
+
+MatrixStack &MatrixStack::projection()
+{
+ static MatrixStack ms(GL_PROJECTION);
+ return ms;
+}
+
+
+// Deprecated stuff
+
+MatrixStack *active_stack = &MatrixStack::modelview();
+
void matrix_mode(MatrixMode m)
{
- glMatrixMode(m);
+ if(m==MODELVIEW)
+ active_stack = &MatrixStack::modelview();
+ else if(m==PROJECTION)
+ active_stack = &MatrixStack::projection();
+ else
+ throw InvalidParameterValue("Texture matrices are not supported");
}
void load_identity()
{
- glLoadIdentity();
+ *active_stack = Matrix();
}
void load_matrix(const float *matrix)
{
- glLoadMatrixf(matrix);
+ *active_stack = Matrix(matrix);
}
void load_matrix(const double *matrix)
{
- glLoadMatrixd(matrix);
+ *active_stack = Matrix(matrix);
}
void mult_matrix(const float *matrix)
{
- glMultMatrixf(matrix);
+ *active_stack *= Matrix(matrix);
}
void mult_matrix(const double *matrix)
{
- glMultMatrixd(matrix);
+ *active_stack *= Matrix(matrix);
}
void push_matrix()
{
- glPushMatrix();
+ active_stack->push();
}
void pop_matrix()
{
- glPopMatrix();
+ active_stack->pop();
}
void translate(float x, float y, float z)
{
- glTranslatef(x, y, z);
+ *active_stack *= Matrix::translation(x, y, z);
}
void rotate(float a, float x, float y, float z)
{
- glRotatef(a, x, y, z);
+ *active_stack *= Matrix::rotation_deg(a, x, y, z);
}
void scale(float x, float y, float z)
{
- glScalef(x, y, z);
+ *active_stack *= Matrix::scaling(x, y, z);
}
void scale_uniform(float s)
{
- scale(s, s, s);
+ *active_stack *= Matrix::scaling(s);
}
} // namespace GL
#ifndef MSP_GL_MATRIX_H_
#define MSP_GL_MATRIX_H_
+#include <list>
#include "gl.h"
namespace Msp {
namespace GL {
+class Matrix
+{
+private:
+ enum Flags
+ {
+ IDENTITY = 0,
+ TRANSLATE = 1,
+ ROTATE = 2,
+ SCALE = 4,
+ ARBITARY = 8
+ };
+
+ double matrix[16];
+ unsigned flags;
+
+public:
+ Matrix();
+ Matrix(const float *);
+ Matrix(const double *);
+private:
+ void check_flags();
+
+public:
+ const double *data() const { return matrix; }
+
+ void multiply(const Matrix &);
+ void translate(double, double, double);
+ void rotate(double, double, double, double);
+ void rotate_deg(double, double, double, double);
+ void scale(double);
+ void scale(double, double, double);
+
+ Matrix operator*(const Matrix &) const;
+ Matrix &operator*=(const Matrix &);
+ double operator[](unsigned) const;
+
+ static Matrix translation(double, double, double);
+ static Matrix rotation(double, double, double, double);
+ static Matrix rotation_deg(double, double, double, double);
+ static Matrix scaling(double);
+ static Matrix scaling(double, double, double);
+
+ static Matrix ortho(double, double, double, double, double, double);
+ static Matrix ortho_centered(double, double);
+ static Matrix ortho_bottomleft(double, double);
+ static Matrix ortho_topleft(double, double);
+ static Matrix frustum(double, double, double, double, double, double);
+ static Matrix frustum_centered(double, double, double, double);
+ static Matrix perspective(double, double, double, double);
+};
+
+class MatrixStack
+{
+public:
+ class Push
+ {
+ private:
+ MatrixStack &stack;
+
+ public:
+ Push(MatrixStack &s): stack(s) { stack.push(); }
+ ~Push() { stack.pop(); }
+ };
+
+private:
+ GLenum mode;
+ std::list<Matrix> matrices;
+
+ static GLenum current_mode;
+
+ MatrixStack(const MatrixStack &);
+ MatrixStack &operator=(const MatrixStack &);
+ MatrixStack(GLenum);
+public:
+ MatrixStack();
+
+ const Matrix &top();
+ void load(const Matrix &);
+ void multiply(const Matrix &);
+ void push();
+ void pop();
+private:
+ void update();
+
+public:
+ MatrixStack &operator=(const Matrix &);
+ MatrixStack &operator*=(const Matrix &);
+
+ static MatrixStack &modelview();
+ static MatrixStack &projection();
+};
+
+
+/* The stuff below is deprecated and preserved (for now) only for compatibility
+with existing applications */
+
enum MatrixMode
{
MODELVIEW = GL_MODELVIEW,